Technological Capital

Do they do anything? Are you sure?

Scenerio:

World produces 57 research beakers (or whatever they're called), and I want to add a Technological Capital.

Seems like a good idea, right? My manufacturing planet shot up to 100 hammers after I added its capital, so I figure this would come close...

No tiles were available, so I decided to upgrade an existing research center... Doing the math [ (57 - 12) * 2] that would mean 90 beakers for my efforts.

To my surprise I had 62 afterwards.

What gives?

EDIT: To clarify, yes, there were many other research labs on the planet.

Btw, awsome game

20,167 views 12 replies
Reply #1 Top
*jiggle*
Reply #2 Top
I think the the tech Capital is mulitpling before something else adds, so you lose some production. It might also have something to do with the research sliders.
Reply #3 Top
I agree that it's definately NOT applying its modifiers after the bonuses of the research labs.

I find it hard to believe that that is working as intended...
Reply #4 Top
technological capitals are only usefull on heavy research specialised planets, say mars for instance... bang it full of research centers, then later when you terraform a new tile, shove the technological capital on it,but ide reccomend a better planet for research specialising then mars just as an example, capitals only boost whats already there, so "upgrading" a research center to the capital will hurt you more than help
Reply #5 Top
Exactly what is it doubling then? (You know, that part about a 100% bonus to the world's research output...)

The bonuses off the Initial Colony then?

If that's working as intended, then it works differently than the other capitals, and it's fluff text should be changed to read: "4 trillion dollars of pure garbage."
Reply #6 Top
No idea, but i too came across a less than expected bonus from the galactic wonder which increases your research by 50% on planet, i had (around)400 beakers beforehead and was thus expecting a 200 increase, i got an increase of around 50.
Reply #7 Top
well on my game, it boosts the research output of whatever planet it is on, which is why i said above about placing it on a research heavy planet

like the manufactouring capital boosts the output of production on the given planet,which makes a factory heavy planet perfect for those gigantic cruisers to get pumped out

same for economy capital boosting income for whatever planet it is on


but it is possible it aint calculating it properly ive never took much notice
Reply #8 Top
I agree that it's definately NOT applying its modifiers after the bonuses of the research labs.

I find it hard to believe that that is working as intended...


I'd tend to agree 100% w/this statement, though I don't know how often it happens. I think something w/at least some of the research multipliers is broken--I have a Saved Game where the Bonus research tiles don't seem to be producing any bonus at all, and I've seen at least one other such report here on the forum in the last 24 hours.

I know the Economic system is a bit diffeerent than in other 4X games, but as somebody who's played GC1 for years and a guy who carefully checks and double-checks all his sliders, it doesn't seem right to me. It certainly isn't working in terms of the way other tile bonuses or (as reported in this thread) the Capital multiplier should apply.
Reply #9 Top
Racial research bonuses give diminishing returns (just like moral). Maybe this is true for % planetary bonuses aswell?
Reply #10 Top
Isn't the Tecnological capital only supposed to give a 50% bonus to research on the planet? Not all capitals are created equal, as I recall.
Reply #11 Top
What happend was you counted an extra lab. If you build over a lab you are not getting those beakers. So what you ended up with/really have has is (57 - amount of beakers from that one lab) and then that number gets the bonus.


Edit seems you took that into account. But say for the sake of argument.. whats your industrial capacity slider at? 100%?
If not that may be the cause.
Reply #12 Top
The slider is definately at 100% industrial output I play on suicidal, heh. It would really help me out if I got the expected bonuses from the Technological Capital.


Note that the bonus effect from a Manfucturing Capital and a Technological Capital is night and day, where the former is actually very beneficial.

I still build them.... broken as they are... out of hope that one day.... maybe... I'd get a substantial bonus. However, for now, they are only *slightly* better than building another research lab.



I'm musing over the idea that it's a 50% bonus rather than a 100% bonus... but I don't think so... it seems more like a 25% bonus. But I am sure that the ingame text (and manual) read 100% world bonus.. just like the Manufacturing Capital.

Just checked... they both read: "doubles the manufacturing/research output." Kinda hard to misinterpret that.

And, btw, it's far more efficient to upgrade a tile from anything to a Capital (or any long build time building for that matter) than to build it on an open tile.